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  1. Remove Restrictions for Force Powers by Armors

    This mod modifies spells .2da in order to let you use all force powers with heavy armors and the such. It is designed to be usable with force power mods such as TSLFFM and HLFP 2.0, altough its focus is on permitting vanilla force powers to work with armor, not any others.

    22,254 downloads

       (14 reviews)

    22 comments

    Updated

  2. Peragus Tweak

    Even though I walk through the valley of the shadow of death, I fear no evil, for You are with me.
    Your rod and Your staff, they comfort me.
    You prepare a table before me in the presence of my enemies;
    You have anointed my head with oil
    My cup overflows
     
    Psalm 23: 4-5
     
    Peragus Tweak 1.4
     
    DESCRIPTION:
    I was playing through Peragus and wondering why so many people want to skip through it and forget it. It's really a nice place, and it's too bad that some consider it to be quite a chore. I set out to make a mod that would remedy this problem. I don't know if I've succeeded quite yet at this point, but I think ultimately this is a good start
     
    This mod adds a bit of content to the collection of modules you currently know as Peragus. The changes are
    as follows:
     
    - Random tan corpses have been replaced with actual dead miners.
       + Non important characters have randomized appearances.
       + Security, Administrator, Med, Dock officers have individual corpses.
       + Coorta and thugs have individual corpses
       + Miners in the dormitories now match their appearances in the holorecords.
     
    INSTALLATION:
    Use the TSLPatcher. I'm sorry for the awkward installation procedure, but it's the best way I could figure out to make it work without... you know, redoing EVERYTHING. That will come for the next version of course. As it turns out, it'd just be easier to patch the .git... sigh.
     
    UNINSTALLATION:
    navigate to the backup folder and place the contents into the Modules folder. This should overwrite the modded .rims with the originals
     
    CREDITS:
    - Bead-V and ndix-ur for their work on mdledit/mdlops
    - Fred Tetra + KOTOR TOOL
    - Obsidian, Bioware and the Odyssey Engine
    - The DeadlyStream Community who has been around all of these years
    - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved.
     

    12,180 downloads

       (16 reviews)

    25 comments

    Updated

  • File Reviews

      • I've been looking forever for a mod that finally acknowledges the fact that Juhani is, indeed, a romance option for a female lightsided Revan. And when I heared about there being a mod that allows you to select who Revan ended up with in the first game, I was really excited to try this mod out, thinking it would be exactly what I was looking for at last. Unfortunately, the Mod in it's current form isn't what I was looking for. Yes, it does indeed make sure that Juhani is finally acknowledged as an option for a female Revan, instead of me being stuck with the games assumption that my female Revan ended up with Carth. And while I am a bit iffy about the voice acting, the fact that the author managed to incorporate both a Hidden message from Juhani and a cameo appearance from basically nothing, is rather impressive.

        My issue arises with the fact that in it's current Version, the Mod also takes various romance mods for Kotor 1, Mods that remove gender locks for Carth and Bastila and /or enable poly-romances with them to be precise, and turn their "additions" into selectable options too. Which I would be fine with, if these were coming in the form of selectable components that people can choose to either install or skip. But sadly, they are part of the main install, with the only optional component being the aforementioned cameo Juhani appearance. Thus sadly leaving me stuck with a playthrough were K2 acts as if Revan charging up both Carths and Bastilas loading ramps simutaneously was an actual genuin option in an unmodded vanilla Kotor 1 game. 

        Edited by Kätzchen
      • A much needed immersion fix, that has become a main stay in any of my playthroughs.

        Edited by Kätzchen
      • Why does deadlystream let creators review their own apps?

         

        3/5 gets the job done. v2 should be 4/5 if not 5/5

      • My one and only gripe with this mod is that it isn't part of TSLRCM. It is such a minor yet really crucial restoration in my book and it really surprises me that the TSLRCM team hasn't incorporated into TSLRCM in another patch by now

        • Thanks 1
      • Legend for this fr.

      • I don't have any other UI mods and this isn't working.

      • Hello 👋 n-drew, I'm investigating a bug and I'm trying to fix it myself. I have tslrcm, community patch, 3C-FD fog fix patcher as well as your bug fix collection and restored content plus. I have no other mods related to audio. I'm having a issue where the work bench "upgrade" sound isn't playing... I've narrowed it down to one of the aforementioned mods being the cause. Just wondering of you or anyone else can recreate the bug or know how to fix it.

        Thank you 

        - Saul

        Edited by Saul0097
      • Much better than the Remote Tells Influence Mod in my book. If only for the fact that the Ebon Hawk computer doesn't make that REALLY ANNOYING SOUND while I'm checking in on said influence

        Edited by Kätzchen
        • Like 1
      • i love this mod

        Edited by muahwii
        • Thanks 1
      • Excellent mod, does what it says om the tin

      • This is an incredible innovation for Knights Of The Old Republic and The Sith Lords modding. It handles everything I throw at it and deserved status as the next KOTOR Tool. 

      • A much needed polish for the TSLRCM Mod imo. 

         

        One small criticism regarding the Ravager component however: I find it unfortunate that there no longer is an optional component to simply change up the "invisible mine" part. Because there are still players like me, who want to keep Mandalores interactions with Visas but simply don't like the way the second one was triggered and it's a little heartbreaking to hear that this mod actually used to provide AN opportunity for that, only to no longer provide it :(


      • Most helpful in my modding of TSL.

      • Cool mod and very creative work arounds!

        • Thanks 1

  • File Comments

    • The issue is when he is sent for testing (in the main industrial zone) where they ask him all those questions. In 1.5, it actually spawns a new copy of him, closes the testing area door and resets up the scene where he is asked all those questions every time you enter that area. I remember looking into that issue and it was actually due to a conditional that is set to "greater than" rather than an equal, so it technically could happen forever. You can tell when it happens in 1.5 because every ti
    • It would've been sadder had these problems never have been fixed. Thank you!   If it doesn't I'll be sure to one day add the fixes for the things you have reported here.   Are you referring to the part where you're testing I1-02 but he's spawned in deactivated in the loading area? If so, are you saying multiple copies of the same NPC spawn every time you enter the Industrial Zone, thus creating clones? Or are you saying they spawn inside one another, meaning you can'
    • The mod is great but there is an issue with this version. I don't know why but in the game when balance in the force i installed explosions or sparks from blaster shots won't appear, so i hope this issiue will be fixed.
    • That should work fine, unless you loaded a save already in the Temple Catacombs from before the mod was installed. 
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